Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Work in Progress / X-Truder ( AlienWare Entry )

Author
Message
Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 20th Nov 2003 17:09 Edited at: 11th Dec 2003 14:04
Hi

I decided to show you a snapshot from the level editor in development for my game for AlienWare Competition . . .

It's a simple game where you are an alien captured and you must escape from military complex . . .

Here is the snapshot from level editor :


The game will be played like "Alien Breed" ( for people that know it ) with a top view . You'll have to find item to open doors , hide yourself to not be viewed by militaries and more . . .

ReD_eYe
21
Years of Service
User Offline
Joined: 9th Mar 2003
Location: United Kingdom
Posted: 20th Nov 2003 18:00
looks very good! any ingame shots?


GO TO THE ETERNAL DESTINY FORUMS!!! http://forums.eternaldestinyonline.com
Do it now!!!
Phaelax
DBPro Master
21
Years of Service
User Offline
Joined: 16th Apr 2003
Location: Metropia
Posted: 20th Nov 2003 22:51
ha, excellent plot!
Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 20th Nov 2003 23:07
ingame snapshot will come soon . . .

hexGEAR
21
Years of Service
User Offline
Joined: 3rd Nov 2002
Location: Naytonia
Posted: 21st Nov 2003 13:46
man, if you can get the stealth gameplay as good as commandos 2 and the other indoor top-view stealth games, then yours is gonna be one helluva contender

Megaton Cat
20
Years of Service
User Offline
Joined: 24th Aug 2003
Location: Toronto, Canada
Posted: 21st Nov 2003 22:07
looks great!
will there be lights? (in the editor)

Visit our new site! : http://www.megatoncreations.tk
Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 21st Nov 2003 23:08 Edited at: 21st Nov 2003 23:10
yes , there will be light of course ( in editor )

Currently the editor ( I've started 3 days ago because I didn't get enough time before to code ) Support these features :

- Load / Save Maps
- Add/Rotate/Remove Walls
- Add/Rotate/Remove Grounds
- Add/Rotate/Remove Items ( keys , weapons , bonuses )

I'm working on these features :
- Add/Edit/Remove Lights
- Add/Rotate/Remove Decorations
- Add/Edit/Remove enemies.

( I think it will be finished on 3 or 4 days ( Depending on time I'll get to at work . . . )
So I'll really start the game itself . . .

If people ask , I'll tell you the game story. . .

ReD_eYe
21
Years of Service
User Offline
Joined: 9th Mar 2003
Location: United Kingdom
Posted: 21st Nov 2003 23:20 Edited at: 21st Nov 2003 23:21
could you tell me the game story? please?
sorry i just had to ask!


GO TO THE ETERNAL DESTINY FORUMS!!! http://forums.eternaldestinyonline.com
Do it now!!!
Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 21st Nov 2003 23:33
it's a quite simple story . . .

your spaceship crashed on earth .
when you are unconscious , militaries found your space ship and your unanimated body.
They bring the spaceship in a military complex to study it's technology and bring your body in a scientist complex .

You awake in that place . . .

your objective is simple :
- Escape the scientist laboratory
- find your spaceship and escape from earth . . .

I hope there are not too many errors in my langage because it's not easy to explain a story in english . . .

Chris K
20
Years of Service
User Offline
Joined: 7th Oct 2003
Location: Lake Hylia
Posted: 21st Nov 2003 23:47
Quote: "unanimated body"


lol

...and like that; he's gone...
Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 26th Nov 2003 17:19
lol

Now the level editor is 90% completed !!!!

It load/save/edit objects ( walls , doord , ... ) , items ( keys , switches , teleport , point bonus , various ammo , ... ) and grounds ( ground with various height )

I've just to add lights and ground properties ( killing grounds , electrics , iceds ones , ... ) and the editor will be completed !

I think that take less than 1 week to design , and code a complete level editor is a good challenge ( when you know what you want to do of course ) ...

I think the level editor will be finalized today late or tomorrow . . .

I will start the game coding soonly !!!!
Hope for a demo in 2 weeks ( or soonly )

Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 27th Nov 2003 00:32 Edited at: 11th Dec 2003 14:05
Here is a new snapshot from level Editor 0.8

All features ( excepts light sources ) are now up and running


ReD_eYe
21
Years of Service
User Offline
Joined: 9th Mar 2003
Location: United Kingdom
Posted: 27th Nov 2003 20:13
cool! keep it up!


GO TO THE ETERNAL DESTINY FORUMS!!! http://forums.eternaldestinyonline.com
Do it now!!!
Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 27th Nov 2003 22:01 Edited at: 11th Dec 2003 14:07
Editor is now finished

Lights are up and running , here is a final rendering from the current in development map for the game :



Northern Fist
20
Years of Service
User Offline
Joined: 23rd Sep 2003
Location:
Posted: 28th Nov 2003 20:25
Whoa, this could be real good fun!

"Power, precision, and don't forget about speed. If you practice everyday with these things in mind... you begin to develope A FIGHTING MODE." - Fist of Legend (Jet Li)
walaber
20
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 29th Nov 2003 04:33
The Textures are simple, but really nice and clean. looks great!

can't wait to see some in-game shots!

Go Go Gadget DBPRO!
Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 1st Dec 2003 20:39 Edited at: 11th Dec 2003 14:07
here is a simple rendering from the development game :

It's not from the editor but from the game itself .
Player's interface is not yet ready but it's in development.

Player can move in map and has sliding collision with walls .
I'm working on collision with bonuses and items . . .

Here is a small snapshot :



Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 4th Dec 2003 16:35 Edited at: 11th Dec 2003 14:07
Here is a new snapshot :
More objects are now available in game ( desktop , . . . )



Van B
Moderator
21
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 4th Dec 2003 16:44
Looking sweet Freddix, especially like the lighting. I reckon you should change the desk though, perhaps standardise them. The problem with re-using objects is that they look the same, so it's often a good idea to make them uniform - neat if you like. Having a book on the desk like that makes it obvious that both desks are the same - but you could put in a phone and an in/out tray in a sorta neat layout - that way it'd look like the desks were neat instead of identical if you know what I mean. You could also have the desk objects as seperate limbs so you could hide and show them randomly to break up the uniformity. Just a shame that we only have a few weeks left.

Good luck with the compo.


Van-B


I laugh in the face of fate!
Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 4th Dec 2003 18:13
thanks for your idea Van.B

Arkheii
20
Years of Service
User Offline
Joined: 15th Jun 2003
Location: QC, Philippines
Posted: 7th Dec 2003 10:57
Is your editor tile based? I would really like to know if how you do your floors - are those individual plains or a matrix? I'm working on a tile-based editor, but with individual plains.
Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 8th Dec 2003 00:46 Edited at: 9th Dec 2003 00:18
I'll explain after the competition if you want

I've reserved URL : http://xtruder.free.fr/

At this time there there is only a presents page . . .

But more will come soonly .

Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 9th Dec 2003 23:23 Edited at: 11th Dec 2003 14:08
Here is a small snapshot from the intro for the game :



ReD_eYe
21
Years of Service
User Offline
Joined: 9th Mar 2003
Location: United Kingdom
Posted: 10th Dec 2003 00:02
that looks very very cool!


GO TO THE ETERNAL DESTINY FORUMS!!! http://forums.eternaldestinyonline.com
Do it now!!!
Arkheii
20
Years of Service
User Offline
Joined: 15th Jun 2003
Location: QC, Philippines
Posted: 10th Dec 2003 10:54
I am eternally puzzled as to how spheres are textured like that, other than of course using the polar coordinates filter in PS, but there's got to be a less stretchy way of doing it. So, how DID you texture the sphere?
Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 10th Dec 2003 14:14
I simply created a sphere on Cinema4D SE 5.19
And textured it using Spherical type.

Lampton Worm
21
Years of Service
User Offline
Joined: 4th Sep 2002
Location: United Kingdom
Posted: 10th Dec 2003 15:10
..if you don't have C4D you can do that also in MS3D (www.milkshape3d.com), $25 if that helps. Actually, can't you just do a sphere map in DBP? Hmm!

Cheers,
EvilJason
20
Years of Service
User Offline
Joined: 3rd Jun 2003
Location:
Posted: 10th Dec 2003 16:18
Nice game the competition is going to be a though one , wish I started one as well but to bogged down with another project to start one

Anyhow got some suggestions for yea....

: Have the camera zoom out when he walks quickly and zoom in when stops (think original GTA for good example). It’s a way to see the rest of the room/s and avoid danger.

: Look at picture of labs/hospitals and screenshots of games with these in them to get a gist of what labs generally look like…but then again time is short and you probably have other stuff to get done...but if u can try to make it a bit more like a lab instead of a kitchen.


: Just a few questions are you doing it classic or pro?

: The lights are you using dynamic or lightmaps.

:I Was wondering...and this is actually a general question to everyone who’s writing a game for the competition...did you write, make the game total cense the start of the comp or did you reuse code? (Btw in-case anyone thinks that I’m stating that reusing code in the comp is wrong, that’s not what I mean its a common and sensible thing to do, no point in reinventing the wheel. I’m just curios to know how much is new and how much is reused.)

-Jayson
Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 10th Dec 2003 16:53
4 EvilJason :
A kitchen ??? . I Have also graphics for Military complex ready to use and it's because Military levels are not ready that I don't put snapshot from them.
For that game I entirely writted a new engine ( and a new level editor ) but , I've planned 2 others games that will use the level editor . . .

EvilJason
20
Years of Service
User Offline
Joined: 3rd Jun 2003
Location:
Posted: 10th Dec 2003 17:04
Lol sorry to confuse you but i ment the checkerd floor pattern, it looks like kitchen tiles anyhow nice to know you got better graphics to use.

-Jayson
Van B
Moderator
21
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 10th Dec 2003 17:18
Lampton,
A DBPro sphere is sphere mapped as default, so if you had a texture to put on it it'd work straight off. I reckon the mapping job in DBPro sphere's might be a little off. The thing is, DBC objects were .X models that were included with DB, like imbedded in the .exe - maybe it would have been cool to have plug-in primitives too, like people could add their own polycount and textured objects to use as primitives, like MAKE OBJECT UTAH-KETTLE 1,100. I imagine TGC thought that nobody would use the built-in sphere .

EvilJason,
Personally, my comp entry is 99% scratch, memblock making functions etc were existing, but out of about 3000 lines, only 25 or so were already made. I reckon you'd have to start from scratch to stand a chance, this compo is about model implimentation and making a game that Alienware would find acceptable, anyone sticking their alien in an existing engine would most likely be marked down (mentally at least) by Rich, I'm pretty sure he'd recognise any 'passenger' aliens that have been added just so it could make a compo entry. I'm working hard on my entry, every night for at least 3 hours per night. If someone comes along with a passenger alien in the engine they've been developing for years and wins, there'll be a riot!.

Labs tend to look a lot like kitchens!

You'll have work surfaces against the wall, a sink or 2, glass fronted units on the walls, it's pretty difficult to make a lab non-kitchenesque. A lot of lab equipment is white too, which makes matters worse. I'd suggest adding some big lab machine to make it less kitcheny and more recognisable as a lab, maybe hang some white coats up at the door. I can just see the headlines, ''Alien autopsy photo's baffle experts - did it take place in a top secret government laboratory, or somebodies kitchen?''.


Van-B


I laugh in the face of fate!
Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 15th Dec 2003 00:28
After few days with no new , here is an "ingame" snapshot :

The game interface is ready with keys available ( on top left ) , score on top and player HP and ENDURANCE on bottom left.
I'll just add a radar on bottom right .



schoenhs
20
Years of Service
User Offline
Joined: 29th Nov 2003
Location:
Posted: 15th Dec 2003 21:21
looks great!! if kinda dark but looking like its gunna be alot of fun to play... would you consider puting a 3rd person 'over the shoulder' view in
Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 17th Dec 2003 01:35 Edited at: 17th Dec 2003 01:36
3rd person view is not planned for that game .
For people that are waiting for a demo , I can tell you that I'll release a BETA tomorrow !!!!!

I just wanted to put a last snapshot before releasing it :



Of course the beta will be english instead of french ( in fact I will release 2 beta , 1 in french and 1 in english )

Text in that snapshot only tell :
I must find another way to go out from the prison . I think there must be a hidden passage somewhere . . . I must find it .
"Press space key to continue"

So there will be hidden passages and extra bonuses

More will be given tomorrow

Van B
Moderator
21
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 17th Dec 2003 11:17
Looking cool, I love the little broken tiles, maybe a few more variations of that would be cool, like cracked tiles here and there.

Looking forward to giving it a go tommorow .


Van-B


Next time he runs past, GRAB HIM!
Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 19th Dec 2003 02:03 Edited at: 19th Dec 2003 02:03
Small beta demo is available now .

You can download it here :
http://xtruder.free.fr/X-Truder%20Beta01(english).zip

Please give me your comment

spooky
21
Years of Service
User Offline
Joined: 30th Aug 2002
Location: United Kingdom
Posted: 19th Dec 2003 02:22
Plays nice and smooth. Nice lighting effect. Wall collision nice and smooth.

Could not get too far as I got following error after flicking switch and going to next screen.

Object does not exist line 541

Noticed energy does not go down when you walk on buzz-saws. Maybe this is a demo thing.

Boo!
walaber
20
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 19th Dec 2003 02:33
Excellent job, I got the same error as spooky... in the laboratory, flip the switch and then try to go to the next screen..

but overall very professional feel, good level design.

keep up the good work!

p.s. how about some music?

Go Go Gadget DBPRO!
walaber
20
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 19th Dec 2003 02:34 Edited at: 19th Dec 2003 02:35
I just glanced at your 'maps' directory... it looks like that's the endof this demo? I think it tried to load a level that doesn't exist...

will the final version have a more complete level?

Go Go Gadget DBPRO!
Wik
20
Years of Service
User Offline
Joined: 21st May 2003
Location: CT, United States
Posted: 19th Dec 2003 02:56
FUN! The only problem is when you get to the messages sometimes they go away to quick because they come up while you are pressing the arrow keys. make it like th "c" key to continue. MUSIC IS NEADED! a lack of music can turn a great game terible. Also I got a french error
L'objet n'existe pas at line 541

Very fun


Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 19th Dec 2003 11:58
Yes .

In fact demo contain only 3 maps . The 4th crash . I'll try to fix that and upload a new demo as soon as possible . . .

In the final game there will be really more levels ( the laboratory will have more maps and there will be exterior level ( with herb , etc . . . ) and there will be some kind of military base levels .

Sound are not final one ( because I don't find them pleasant but they are here to show I support sound events in the game )
Music is a work in progress and will probably be available on next beta ( If I get enough time to do it )

Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 19th Dec 2003 17:02
Wik : K I will assign a special key ( or joystick button ) for that kind of action .

spooky & walaber : in fact , there are 4 maps in drawer , it crash on the 4th . This is due to a missing 3D Object in archive . I will fix that problem on next beta as soon as possible .

walaber : the file .asc is the one containing maps listing When I work on a new map , I add it to the .asc file that why there are 5 files mentionned in file . The 5th was in development when I prepared the BETA ( but the 4th map was due to work correctly and is closed to prevent going to map 5 that does not exist on beta . . .

Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 19th Dec 2003 19:12
I've fixed many things for next beta .

- Map 4 now work correctly.
- player can die
- game over sequence added

Now I'll work on more maps to do with enigms and monsters . . .

I want to thanks all peoples that tried my beta . Thanks and for all others too

Northern Fist
20
Years of Service
User Offline
Joined: 23rd Sep 2003
Location:
Posted: 19th Dec 2003 19:58
Look forward to seeing them.

"Power, precision, and don't forget about speed. If you practice everyday with these things in mind... you begin to develope A FIGHTING MODE." - Fist of Legend (Jet Li)
Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 19th Dec 2003 22:57
Here is the new beta with improvements listed upper in the post :

http://xtruder.free.fr/X-Truder_Beta01b.zip

I've also fixed some small bugs . . .

spooky
21
Years of Service
User Offline
Joined: 30th Aug 2002
Location: United Kingdom
Posted: 20th Dec 2003 00:12
Downloaded new version.

1. Frame rate down form 60 in first beta to 35-40. Game now really sluggish. What's changed to cause this???

2. Cell doors are now missing although collision still there.

3. On entering lab level. If you try and go back to previous level you end up in wrong place on level and thus can wander around outside black area.

4. You can't go back at all from last level. Pretty bad if you need those hidden yellow keys.

5. Found all the hidden passages (including the room with 2 yellow keys) but still seem to be 1 yellow key short needed for last level.

6. Cupboards on last level are a bit weird in that you can walk thru half of them.

Nice to see the popup message windows work better and the title screen a lot tidier.

Getting there!

Boo!
Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 20th Dec 2003 00:37 Edited at: 20th Dec 2003 01:44
>1. Frame rate down form 60 in first beta to 35-40. Game now really sluggish. What's changed to cause this???
I did make an error setting up display mode . I User : Set Display Mode 800 , 600 , 0 . . . Replaced with good values .
Strange , on my config I did have 50 fps on old beta and now 66fps ???
Try to modify file Setup\X-Truder.cfg and change depth to 16 to test . . .

>2. Cell doors are now missing although collision still there.
I'll check this . They appear on my computer . Will try to find a solution for .

>3. On entering lab level. If you try and go back to previous level you end up in wrong place on level and thus can wander around outside black area.
I work with entrance ID . So there must be 1 that is wrong , It's now fixed for next beta.

>4. You can't go back at all from last level. Pretty bad if you need those hidden yellow keys.
yes the yellow keys are hidden somewhere in one of these 4 maps

>5. Found all the hidden passages (including the room with 2 yellow keys) but still seem to be 1 yellow key short needed for last level.
Yes because I planned to add a third key somewhere but didn't finished. The Second reason is that under that door will be a special bonus

>6. Cupboards on last level are a bit weird in that you can walk thru half of them.
In Fact I Use 2 tiles for these and the object is based on 1 of them . I Use an empty object for the second tile . Forget to set it . . . Fixed for next beta

Thanks for your help

Arkheii
20
Years of Service
User Offline
Joined: 15th Jun 2003
Location: QC, Philippines
Posted: 20th Dec 2003 08:55
Terribly sorry, but the demo craps out on my PC. Actually, it loads ok, but 90% of the textures don't show. Some (very few) floor textures show up, and the 2D stuff show, but the models, including the alien, are all white. There also aren't any lights except for light 0 and the ambient light. My PC:

P4 1.5 Ghz
Geforce2mx400 32mb
384mb rdram
directx 9
win xp

The game does manage to play at ~45 fps at sync rate 60. Hopefully this doesn't happen when you send the final for the competition...Good luck
Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 20th Dec 2003 11:55
Wich Detonator/ForceWare driver version do you have for you GF2MX card ?
does this problem with white object happened with first beta too ?

Arkheii
20
Years of Service
User Offline
Joined: 15th Jun 2003
Location: QC, Philippines
Posted: 20th Dec 2003 13:27
Oh yeah. I think I'm using detonator 44. I'll download the first beta and detonator 53, then I'll come back.

Login to post a reply

Server time is: 2024-04-18 13:32:46
Your offset time is: 2024-04-18 13:32:46